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> XLua, MMF2 Extension
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Mecha the Slag
Posted: Apr 8 2009, 07:45 AM
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I want... I want a bug-free Lua object



user posted image

thank you Retriever II


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Retriever II
Posted: Apr 11 2009, 02:43 AM
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http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

This is a minor update that fixes a one-frame lag in the MMFI functions to get Frame position. The SDK has numerous places where this data can be obtained, but not all of those locations are in sync. The ones I was using before happened to update slower.


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Denmark
Mecha the Slag
Posted: Apr 11 2009, 09:33 AM
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the LocalStr$ expression wants to compare with a number when it outputs a string

... what


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Retriever II
Posted: Apr 11 2009, 01:38 PM
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Careless error. It's fixed now.


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Xgoff
Posted: Apr 12 2009, 12:54 PM
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i may be mistaken but i think printstring$() doesn't remove the null byte


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Retriever II
Posted: Apr 12 2009, 02:25 PM
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QUOTE (Xgoff @ Apr 12 2009, 01:54 PM)
i may be mistaken but i think printstring$() doesn't remove the null byte

It includes a newline character to match the lua print semantics. If you're using a list object, it probably doesn't like that.


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Xgoff
Posted: Apr 12 2009, 02:54 PM
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QUOTE (Retriever II @ Apr 12 2009, 01:25 PM)
It includes a newline character to match the lua print semantics. If you're using a list object, it probably doesn't like that.

actually i was using an edit box

ODD unless lua's only providing an lf character


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Apr 12 2009, 05:26 PM
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QUOTE (Xgoff @ Apr 12 2009, 03:54 PM)
actually i was using an edit box

ODD unless lua's only providing an lf character

it must have only been sending an nl character. I was using std::endl which I assumed on Windows systems sent /r/n, but apparently it does not.

Download it again.


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Retriever II
Posted: Apr 14 2009, 12:30 AM
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Further FYI, I've succeeded in compiling some lua modules (like luasocket) against the XLua library and thus loading their external DLLs. I'll be releasing the library in the near future, at which point you can start using XLua as glue for your own C/C++ code.


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Xgoff
Posted: Apr 14 2009, 10:00 AM
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i was actually going to ask if it was possible to use external libraries with xlua (FOR luasocket in fact)

<3


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Apr 14 2009, 05:06 PM
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Looki has requested that I interface XLua directly with his OpenGL extension, making use of the luagl library, so perhaps soon you'll be able to have reasonably efficient scripted opengl support in MMF2.


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Retriever II
Posted: Apr 14 2009, 07:34 PM
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Success. Once Looki releases a new version of the object, you'll be able to use lua code to write 3D games.


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Xgoff
Posted: Apr 14 2009, 08:18 PM
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QUOTE (Retriever II @ Apr 14 2009, 06:34 PM)
Success. Once Looki releases a new version of the object, you'll be able to use lua code to write 3D games.

at the mercy of mmf


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Apr 14 2009, 09:05 PM
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Indeed.

Oh and here it is: http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

This post has been edited by Retriever II on Apr 14 2009, 09:05 PM


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Retriever II
Posted: Apr 15 2009, 02:24 AM
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Working on a generic module interface for extensions. Even though it's kind of useless, I just created a module that directly controls every aspect of the dynamic grid object, taking as input an the ID of a grid object exported through the MMF Interface.

I'll be doing similar for the OpenGL object, at least to a limited extent. How far Looki wants to push that is up to Looki. But It'd be pretty rad if other extension authors built XLua modules, removing more dependency on events.


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Denmark
Mecha the Slag
Posted: Apr 15 2009, 02:25 AM
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do ho ho ho I'll see if I can get Werbad into this


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Xgoff
Posted: Apr 15 2009, 12:11 PM
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QUOTE (Retriever II @ Apr 15 2009, 01:24 AM)
Working on a generic module interface for extensions.  Even though it's kind of useless, I just created a module that directly controls every aspect of the dynamic grid object, taking as input an the ID of a grid object exported through the MMF Interface.

I'll be doing similar for the OpenGL object, at least to a limited extent.  How far Looki wants to push that is up to Looki.  But It'd be pretty rad if other extension authors built XLua modules, removing more dependency on events.

you're doing what 80% of mmf users (at least on ct's forums) do not want to happen, even as an option

EDIT: seriously at this point, all someone has to do is make fully xlua-compatible active object and sound/music object replacements

EDIT2: i'd actually like to see an updated overlay-like object with support for transparency/alpha/gradients and the like, with xlua support; UI orgasm right there

This post has been edited by Xgoff on Apr 15 2009, 04:20 PM


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Apr 16 2009, 11:45 PM
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Currently working on leveraging the inconspicuous Binary Data dialog in MMF. By adding a special loader to the packages system, I've succeeded in embedding lua source files that can be accessed by the "require" function as if they were in the directory tree, but the source is run from within the exe itself, not even extracted to a tempory folder, meaning it stays completely protected.


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Retriever II
Posted: Apr 17 2009, 12:44 AM
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AND I've managed to double that for DLL modules as well, even though I can't understand how it works without extracting the DLL.

Voila, now you can almost hide the fact you're using lua entirely.


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Retriever II
Posted: Apr 17 2009, 01:10 AM
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http://hocuspocus.taloncrossing.com/rii/xlua-dev.zip

This removes the previous OpenGL support, but you can load the included Ext/opengl.dll instead. This build supports embedding the source and dll files by adding them to the binary data tab of MMF's data elements editor.

Be aware: If you change package.path or package.cpath, including embedded files will fail. If you do change the paths, you must include the absolute path to the directory of your MFA file.


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